Creo Animal
Intellego Animal
Muto Animal
Perdo Animal
Rego Animal
Creo Aquam
Intellego Aquam
Muto Aquam
Perdo Aquam
Rego Aquam
Creo Auram
Intellego Auram
Muto Auram
Perdo Auram
Rego Auram
Creo Corpus
Intellego Corpus
Muto Corpus
Perdo Corpus
Rego Corpus
Creo Herbam
Intellego Herbam
Muto Herbam
Perdo Herbam
Rego Herbam
Creo Ignem
Intellego Ignem
Muto Ignem
Perdo Ignem
Rego Ignem
Creo Imaginem
Intellego Imaginem
Muto Imaginem
Perdo Imaginem
Rego Imaginem
Creo Mentem
Intellego Mentem
Muto Mentem
Perdo Mentem
Rego Mentem
Creo Terram
Intellego Terram
Muto Terram
Perdo Terram
Rego Terram
Creo Vim
Intellego Vim
Muto Vim
Perdo Vim
Rego Vim
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Magic Items
Grand Index of Ars Magica
Paraphernalia
InCo (req: Im) 10
R: Touch, D: Concentration, T: Individual
Allows you to see a person you touch and what is within one pace of them. The image is clear enough to allow reading.
(B: 4, R: Touch +1, D: Concentration +1, T: Individual)
InCo 15 (req: Imaginem)
R: Eye, D: Momentary, T: Individual
Folk tales say that the eyes of a dead person can store the image of whatever he saw at the moment of death. This spell allows the caster to look into the eyes of a corpse and view a glimpse of what the person saw in his last moment. This spell only works on corpses whose eyes are intact. Since it only draws out the image stored in the corpse's eyes, the spell should work regardless of whether the corpse has received Christian burial.
(Base 5, +1 range, +1 Imaginem requisite)
InCo 15
R: Personal, D: Concentration, T: Touch
The caster of this spell is able to feel the presence and nature of any dieases carried by any person whom he touches.
A ring with this spell instilled as a lesser enchanted device is owned by the covenant of Coeris and frequently used by staff there to test visitors (during a welcoming handshake) in order to keep the Tremere stronghold safe from the perils of disease.
(Base 5, +1 duration concentration, +1 target touch)
InCo Level 15
R: Arcane Connection, D: Momentary, T: Individual
Gives a momentary impression of a person based on an arcane connection to them. For instance, you would gain a mental image of a person from a hair found on a pillow.
Vexed by suspicions of infidelity by his wife, the blacksmith approached Alydd of Ex-Miscellanea and begged for his assistance. Alydd inspected the marital bed after the blacksmith had been away during the day and discovered a hair upon the pillow, from which he was able to identify the culprit. However, his hopes of cultivating an ally of the blacksmith were dashed when in a jealous rage the blacksmith was killed in a fight with the adulterer.
(Base: 3, R: Arcane +4, D: Momentary, T: Individual)
InCo Level 20
R: Personal D: Sun T: Hearing
Caster knows the relative location of everyone within earshot with whom he has an Arcane Connection. Some grogs get into trouble; its best to know where they are.
(Base: 3, R: Personal, D: Sun +2, T: Hearing +3)
InCo 30
R: Per, D: Sun, T: Hearing
This spell lets you hear the sound of true heartbeats; you are constantly aware of the location of every person within 50 paces (but not distracted by this knowledge). Every person's heartbeat is uniquely identifiable and distinctive with this spell, except for identical twin. Having heard a person's heartbeat with this spell once, you can recognize them by heartbeat at any future time, even if their physical heart is beating differently for some reason.
(Base 5, +2 Sun, +3 Hearing)
InCo (req: Me) 30
R: Touch, D: Concentration, T: Individual
By placing her hands upon the injured, the Maga can sense any physical or mental malaise which afflicts the target.
Canneta claimed that this spell allowed her to sense whether the person was influenced by psychomachia – however, subsequent investigation by members of House Bonisagus suggests that these claims were false, or perhaps involved non-Hermetic religious ritual as well as purely Hermetic magic. In addition to revealing any physical illness, wound or poison affecting the body, it also gives an insight into negative emotional states suffered by a person, perhaps revealing overly strong emotions of greed, anger, etc. Perhaps, it is theorised, these may provide clues as to the presence of psychomachia – but Hermetic Law does not consider the results of this spell as evidence of such.
(B: 10, R: Touch +1, D: Concentration +1, T: Individual, +1 Requisite, +1 complexity)
InCo35
R: Personal, D: Sun, T: Individual
This spell keeps you completely aware of the place and position of everyone in your immediate vicinity. In a tactical situation, this will give you a +3 advantage to both Attack and Defense. This does not negate the disadvantage of fighting blind or against an invisible opponent, but the bonus provided may help offset the disadvantage. However, even then, you cannot normally be surprised or ambushed while this spell is in effect. A variant version, Amplified Martial Consciousness is three magnitudes higher, but it has the Duration of Moon, is effective against enemies of any sort (all Forms are Casting Requisites), and it allows you to automatically dodge any ranged attacks if you are free to move.
(B:5, R: Personal, D: Sun +2, T: Individual, Multiple Opponents +2, Complexity +2)
InCo 35 Faerie Ritual
R: Touch, D: Until, T: Individual
The caster will be aware of the target’s physical condition until target takes the hermetic oath after passing their gauntlet.
(Base 10 ,+1 range, +4 duration)
InCo (req: Cr, Me) 45 Ritual
R: Touch, D: Moon, T: Boundary
This spell calls back from the dead the spirits of all your ancestors whose graves are within a cemetery (or catacombs) you are in. Spirits of those who have given a Christian burial, or have departed to Final Twilight, cannot be summoned.
The spirits gather around you, and you can present them with the reason of the summons. They are generally sympathetic and supportive to their descendants, and will offer help as best they can.
Once awoken, the spirits will remain awake for a moon. You can return to the graveyard to converse with them at any time.
The spirits can talk to you and to any other person, and appear as ghosts (each with a Magic Might of 5 to 45). The spirits are immaterial, and their existence is limited to the graveyard’s boundary. Their supernatural powers, if any, are determined by the storyguide.
(Base 5, +1 Touch, +3 Moon, +4 Boundary, no cost for requisites)
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